/* * Copyright (C) 2005-2008 Team XBMC * http://www.xbmc.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with XBMC; see the file COPYING. If not, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "GUIControlGroupList.h" #include "Key.h" #include "utils/GUIInfoManager.h" #include "GUIControlProfiler.h" #include "GUIFont.h" // for XBFONT_* definitions CGUIControlGroupList::CGUIControlGroupList(int parentID, int controlID, float posX, float posY, float width, float height, float itemGap, int pageControl, ORIENTATION orientation, bool useControlPositions, uint32_t alignment, unsigned int scrollTime) : CGUIControlGroup(parentID, controlID, posX, posY, width, height) { m_itemGap = itemGap; m_pageControl = pageControl; m_offset = 0; m_totalSize = 10; m_orientation = orientation; m_alignment = alignment; m_scrollOffset = 0; m_scrollSpeed = 0; m_scrollLastTime = 0; m_scrollTime = scrollTime ? scrollTime : 1; m_renderTime = 0; m_useControlPositions = useControlPositions; ControlType = GUICONTROL_GROUPLIST; } CGUIControlGroupList::~CGUIControlGroupList(void) { } void CGUIControlGroupList::Render() { if (m_scrollSpeed != 0) { m_offset += m_scrollSpeed * (m_renderTime - m_scrollLastTime); if ((m_scrollSpeed < 0 && m_offset < m_scrollOffset) || (m_scrollSpeed > 0 && m_offset > m_scrollOffset)) { m_offset = m_scrollOffset; m_scrollSpeed = 0; } } m_scrollLastTime = m_renderTime; // first we update visibility of all our items, to ensure our size and // alignment computations are correct. for (iControls it = m_children.begin(); it != m_children.end(); ++it) { CGUIControl *control = *it; GUIPROFILER_VISIBILITY_BEGIN(control); control->UpdateVisibility(); GUIPROFILER_VISIBILITY_END(control); } ValidateOffset(); if (m_pageControl) { CGUIMessage message(GUI_MSG_LABEL_RESET, GetParentID(), m_pageControl, (int)m_height, (int)m_totalSize); SendWindowMessage(message); CGUIMessage message2(GUI_MSG_ITEM_SELECT, GetParentID(), m_pageControl, (int)m_offset); SendWindowMessage(message2); } // we run through the controls, rendering as we go bool render(g_graphicsContext.SetClipRegion(m_posX, m_posY, m_width, m_height)); float pos = GetAlignOffset(); float focusedPos = 0; CGUIControl *focusedControl = NULL; for (iControls it = m_children.begin(); it != m_children.end(); ++it) { // note we render all controls, even if they're offscreen, as then they'll be updated // with respect to animations CGUIControl *control = *it; if (m_renderFocusedLast && control->HasFocus()) { focusedControl = control; focusedPos = pos; } else { if (m_orientation == VERTICAL) g_graphicsContext.SetOrigin(m_posX, m_posY + pos - m_offset); else g_graphicsContext.SetOrigin(m_posX + pos - m_offset, m_posY); control->DoRender(m_renderTime); } if (control->IsVisible()) pos += Size(control) + m_itemGap; g_graphicsContext.RestoreOrigin(); } if (focusedControl) { if (m_orientation == VERTICAL) g_graphicsContext.SetOrigin(m_posX, m_posY + focusedPos - m_offset); else g_graphicsContext.SetOrigin(m_posX + focusedPos - m_offset, m_posY); focusedControl->DoRender(m_renderTime); } if (render) g_graphicsContext.RestoreClipRegion(); CGUIControl::Render(); } bool CGUIControlGroupList::OnMessage(CGUIMessage& message) { switch (message.GetMessage() ) { case GUI_MSG_FOCUSED: { // a control has been focused // scroll if we need to and update our page control ValidateOffset(); float offset = 0; for (iControls it = m_children.begin(); it != m_children.end(); ++it) { CGUIControl *control = *it; if (!control->IsVisible()) continue; if (control->HasID(message.GetControlId())) { // find out whether this is the first or last control if (IsFirstFocusableControl(control)) ScrollTo(0); else if (IsLastFocusableControl(control)) ScrollTo(m_totalSize - Size()); else if (offset < m_offset) ScrollTo(offset); else if (offset + Size(control) > m_offset + Size()) ScrollTo(offset + Size(control) - Size()); break; } offset += Size(control) + m_itemGap; } } break; case GUI_MSG_SETFOCUS: { // we've been asked to focus. We focus the last control if it's on this page, // else we'll focus the first focusable control from our offset (after verifying it) ValidateOffset(); // now check the focusControl's offset float offset = 0; for (iControls it = m_children.begin(); it != m_children.end(); ++it) { CGUIControl *control = *it; if (!control->IsVisible()) continue; if (control->HasID(m_focusedControl)) { if (offset >= m_offset && offset + Size(control) <= m_offset + Size()) return CGUIControlGroup::OnMessage(message); break; } offset += Size(control) + m_itemGap; } // find the first control on this page offset = 0; for (iControls it = m_children.begin(); it != m_children.end(); ++it) { CGUIControl *control = *it; if (!control->IsVisible()) continue; if (control->CanFocus() && offset >= m_offset && offset + Size(control) <= m_offset + Size()) { m_focusedControl = control->GetID(); break; } offset += Size(control) + m_itemGap; } } break; case GUI_MSG_PAGE_CHANGE: { if (message.GetSenderId() == m_pageControl) { // it's from our page control ScrollTo((float)message.GetParam1()); return true; } } break; } return CGUIControlGroup::OnMessage(message); } void CGUIControlGroupList::ValidateOffset() { // calculate how many items we have on this page m_totalSize = 0; for (iControls it = m_children.begin(); it != m_children.end(); ++it) { CGUIControl *control = *it; if (!control->IsVisible()) continue; m_totalSize += Size(control) + m_itemGap; } if (m_totalSize > 0) m_totalSize -= m_itemGap; // check our m_offset range if (m_offset > m_totalSize - Size()) m_offset = m_totalSize - Size(); if (m_offset < 0) m_offset = 0; } void CGUIControlGroupList::AddControl(CGUIControl *control, int position /*= -1*/) { // NOTE: We override control navigation here, but we don't override the etc. builtins // if specified. if (position < 0 || position > (int)m_children.size()) // add at the end position = (int)m_children.size(); if (control) { // set the navigation of items so that they form a list int beforeID = (m_orientation == VERTICAL) ? GetControlIdUp() : GetControlIdLeft(); int afterID = (m_orientation == VERTICAL) ? GetControlIdDown() : GetControlIdRight(); if (m_children.size()) { // we're inserting at the given position, so grab the items above and below and alter // their navigation accordingly CGUIControl *before = NULL; CGUIControl *after = NULL; if (position == 0) { // inserting at the beginning after = m_children[0]; if (afterID == GetID()) // we're wrapping around bottom->top, so we have to update the last item before = m_children[m_children.size() - 1]; if (beforeID == GetID()) // we're wrapping around top->bottom beforeID = m_children[m_children.size() - 1]->GetID(); afterID = after->GetID(); } else if (position == (int)m_children.size()) { // inserting at the end before = m_children[m_children.size() - 1]; if (beforeID == GetID()) // we're wrapping around top->bottom, so we have to update the first item after = m_children[0]; if (afterID == GetID()) // we're wrapping around bottom->top afterID = m_children[0]->GetID(); beforeID = before->GetID(); } else { // inserting somewhere in the middle before = m_children[position - 1]; after = m_children[position]; beforeID = before->GetID(); afterID = after->GetID(); } if (m_orientation == VERTICAL) { if (before) // update the DOWN action to point to us before->SetNavigation(before->GetControlIdUp(), control->GetID(), GetControlIdLeft(), GetControlIdRight()); if (after) // update the UP action to point to us after->SetNavigation(control->GetID(), after->GetControlIdDown(), GetControlIdLeft(), GetControlIdRight()); } else { if (before) // update the RIGHT action to point to us before->SetNavigation(GetControlIdUp(), GetControlIdDown(), before->GetControlIdLeft(), control->GetID()); if (after) // update the LEFT action to point to us after->SetNavigation(GetControlIdUp(), GetControlIdDown(), control->GetID(), after->GetControlIdRight()); } } // now the control's nav std::vector empty; if (m_orientation == VERTICAL) { control->SetNavigation(beforeID, afterID, GetControlIdLeft(), GetControlIdRight()); control->SetNavigationActions(empty, empty, m_leftActions, m_rightActions, false); } else { control->SetNavigation(GetControlIdUp(), GetControlIdDown(), beforeID, afterID); control->SetNavigationActions(m_upActions, m_downActions, empty, empty, false); } if (!m_useControlPositions) control->SetPosition(0,0); CGUIControlGroup::AddControl(control, position); } } void CGUIControlGroupList::ClearAll() { CGUIControlGroup::ClearAll(); m_offset = 0; } inline float CGUIControlGroupList::Size(const CGUIControl *control) const { return (m_orientation == VERTICAL) ? control->GetYPosition() + control->GetHeight() : control->GetXPosition() + control->GetWidth(); } inline float CGUIControlGroupList::Size() const { return (m_orientation == VERTICAL) ? m_height : m_width; } void CGUIControlGroupList::ScrollTo(float offset) { m_scrollOffset = offset; m_scrollSpeed = (m_scrollOffset - m_offset) / m_scrollTime; } EVENT_RESULT CGUIControlGroupList::SendMouseEvent(const CPoint &point, const CMouseEvent &event) { // transform our position into child coordinates CPoint childPoint(point); m_transform.InverseTransformPosition(childPoint.x, childPoint.y); if (CGUIControl::CanFocus()) { float pos = 0; float alignOffset = GetAlignOffset(); for (ciControls i = m_children.begin(); i != m_children.end(); ++i) { CGUIControl *child = *i; if (child->IsVisible()) { if (pos + Size(child) > m_offset && pos < m_offset + Size()) { // we're on screen float offsetX = m_orientation == VERTICAL ? m_posX : m_posX + alignOffset + pos - m_offset; float offsetY = m_orientation == VERTICAL ? m_posY + alignOffset + pos - m_offset : m_posY; EVENT_RESULT ret = child->SendMouseEvent(childPoint - CPoint(offsetX, offsetY), event); if (ret) { // we've handled the action, and/or have focused an item return ret; } } pos += Size(child) + m_itemGap; } } // none of our children want the event, but we may want it. EVENT_RESULT ret; if (HitTest(childPoint) && (ret = OnMouseEvent(childPoint, event))) return ret; } m_focusedControl = 0; return EVENT_RESULT_UNHANDLED; } void CGUIControlGroupList::UnfocusFromPoint(const CPoint &point) { float pos = 0; CPoint controlCoords(point); m_transform.InverseTransformPosition(controlCoords.x, controlCoords.y); float alignOffset = GetAlignOffset(); for (iControls it = m_children.begin(); it != m_children.end(); ++it) { CGUIControl *child = *it; if (child->IsVisible()) { if (pos + Size(child) > m_offset && pos < m_offset + Size()) { // we're on screen CPoint offset = (m_orientation == VERTICAL) ? CPoint(m_posX, m_posY + alignOffset + pos - m_offset) : CPoint(m_posX + alignOffset + pos - m_offset, m_posY); child->UnfocusFromPoint(controlCoords - offset); } pos += Size(child) + m_itemGap; } } CGUIControl::UnfocusFromPoint(point); } bool CGUIControlGroupList::GetCondition(int condition, int data) const { switch (condition) { case CONTAINER_HAS_NEXT: return (m_totalSize >= Size() && m_offset < m_totalSize - Size()); case CONTAINER_HAS_PREVIOUS: return (m_offset > 0); default: return false; } } bool CGUIControlGroupList::IsFirstFocusableControl(const CGUIControl *control) const { for (ciControls it = m_children.begin(); it != m_children.end(); ++it) { CGUIControl *child = *it; if (child->IsVisible() && child->CanFocus()) { // found first focusable return child == control; } } return false; } bool CGUIControlGroupList::IsLastFocusableControl(const CGUIControl *control) const { for (crControls it = m_children.rbegin(); it != m_children.rend(); ++it) { CGUIControl *child = *it; if (child->IsVisible() && child->CanFocus()) { // found first focusable return child == control; } } return false; } float CGUIControlGroupList::GetAlignOffset() const { if (m_totalSize < Size()) { if (m_alignment & XBFONT_RIGHT) return Size() - m_totalSize; if (m_alignment & XBFONT_CENTER_X) return (Size() - m_totalSize)*0.5f; } return 0.0f; } EVENT_RESULT CGUIControlGroupList::OnMouseEvent(const CPoint &point, const CMouseEvent &event) { if (event.m_id == ACTION_MOUSE_WHEEL_UP || event.m_id == ACTION_MOUSE_WHEEL_DOWN) { // find the current control and move to the next or previous float offset = 0; for (ciControls it = m_children.begin(); it != m_children.end(); ++it) { CGUIControl *control = *it; if (!control->IsVisible()) continue; float nextOffset = offset + Size(control) + m_itemGap; if (event.m_id == ACTION_MOUSE_WHEEL_DOWN && nextOffset > m_offset) // past our current offset { ScrollTo(nextOffset); return EVENT_RESULT_HANDLED; } else if (event.m_id == ACTION_MOUSE_WHEEL_UP && nextOffset >= m_offset) // at least at our current offset { ScrollTo(offset); return EVENT_RESULT_HANDLED; } offset = nextOffset; } } return EVENT_RESULT_UNHANDLED; }